This chapter is from the book

This chapter is from the book

Summary

This chapter looked at where the Wireless Markup Language (WML) came from and
some of the main features it uses. You also learned some programming practices
to keep in mind when developing WAP applications, such as the use of images, the
style and structure of a good WAP application, and the use of white space and
comments within your code.

This chapter then introduced you to the necessary components, syntax, and
structure required of WML files. Specifically, you looked at the concept of WML
decks and cards and how they play into the foundation of all wireless
applications.

This chapter concluded with examples in the areas of WML you'll use with
every WAP applications. Congratulations, you can now consider yourself a WAP
developer. The next chapter expands further on the skills learned in this
chapter.

Chapter 4 expands on the skills you've learned. In that chapter, you
learn about controlling the look and feel of your applications by formatting
text with WML elements. By then end of the next chapter, you'll have
created an aesthetically pleasing WAP application. From there, you'll be
ready incorporate more advanced functionality into your development efforts.